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In short, for a monochrome object, you should to prepare an STL file, and for a fullcolor object, you should prepare a VRML file.
The easiest way to fill holes The ShowEdges command being run on this box shows
in a NURBS surface is the triangular opening inside the cavity in the box. The
hole can be closed with the Cap command.
through the command Cap.
This will fill any closed, planar, holes in your surface geometries.
For non-planar holes, different strategies will need to be employed. The
commands Patch, Loft, Sweep, Sweep2, EdgeSrf, and SrfPt are all
useful for generating NURBS surfaces that fit to the edges of holes.
You should experiment with them to determine the best command to
close your particular geometry.
This hole is no longer planar, and must be closed
with a different strategy.
Adjusting tolerances
When your polysurfaces are not closing easily, you
may want to consider changing your model tolerances.
These settings can be found by typing the Options
command and going to the Units page.
The Absolute Tolerance is what determines the
smallest unit that Rhino will consider when calculating
limits of a surface or a curve. By default, Rhino will set
your absolute tolerance to one ten-thousandth of your
models base unit. This is an extreme amount of
precision that most modelers, especially architectural
modelers, dont need. By setting the absolute tolerance
higher (0.05 - 0.01 is usually sufficient) you can have
Rhino fudge the gaps between two or more surfaces or
curves and join them, even when they dont match
perfectly on two edges or end-points.
The benefit is that it will be much easier to join geometries. The downside is that a lot of modeling at a less
precise tolerance may cause your model to eventually not fit exactly to your intended dimensions. Rhino will
nudge or move curves and points within that tolerance in an attempt to make your geometries fit one another.
NOTE: To best mitigate that effect, do most of your modeling at a very precise (i.e. small) tolerance. Once the
time comes to join together all your surfaces for a single uniform mesh, increase your tolerance, and then join
your surfaces together.
Creating a mesh
If you still cannot close your object while it is a
NURBS object, you can attempt to do so after youve
changed it to a mesh object using the Mesh command.
When meshing, you want to create as simple (lowpolygon count) of a mesh as possible. The slider that comes up should go to the right based on how many
curved surfaces you have and the size of your intended object. Follow these rules of thumb:
If your object is entirely rectilinear, drag the slider all the way to the left.
If you have a large object (greater than 5 in3 in bound volume) with some softly curved surfaces, move
the slider 10-20% to the right.
If you have a large object with sharply curved surfaces, move the slider to 40-60% to the right.
If you have a small object (less than 5 in3 in bound volume) with softly curved surfaces, move the slider
50-75% to the right.
If you have a small object, with sharply curved surfaces, move the slider 80-100% to the right.
If any important details on your object have disappeared or become misshapen, move the slider further
to the right than it was in 5-10% increments until an acceptable level of detail is reached.
The mesh version of the box from earlier still has the same non-planar hole.
If the open edges of one or more meshes are very close, but do
not meet evenly, or have different numbers of vertices, you can
select the mesh vertices and either delete them or move them to
match up with one another. Do this by selecting the meshes you
are trying to close, then hit F10 to pull up the control points
interface. Then, making sure that Vertex is selected in your Snap
Menu, you can proceed to close the mesh.
After turning on the control points for this mesh, I can close it
partially by dragging the selected vertices to the next vertex
along the open edge. I could close it further by dragging all
those vertices to the next vertex on the open edge.
When mapping a texture in Rhino, you must specify a method of map projection. To do
this, first assign a material or texture map. Then select the object, go to the properties
tab, and select the Texture Mapping section. This is the third icon from the left. From
there, you can select Surface, Planar, Box, Spherical, or Cylindrical mapping methods.
If mapping a texture, you must
select a method of map
projection to use.
When mapping a texture in Rhino, you must specify a method of map projection. To do this, first assign a
material or texture map. Then select the object, go to the properties tab, and select the Texture Mapping
section. This is the third icon from the left. From there, you can select Surface, Planar, Box, Spherical, or
Cylindrical mapping methods.